- Release Year: 2020
- Platforms: Windows
- Publisher: Electronic Arts, Inc.
- Genre: Compilation

Description
Mass Effect 3: N7 Digital Deluxe Edition is a comprehensive compilation of the critically acclaimed action role-playing game Mass Effect 3 and all its downloadable content (DLC). Set in the Milky Way galaxy in 2186, the game follows Commander Shepard as they lead the fight against the Reapers, a powerful synthetic-organic race threatening galactic civilization. Players can import saved games from previous installments to influence the plot, and the game features a mix of cover-based third-person shooting, resource gathering, and a multiplayer component.
Gameplay Videos
Where to Buy Mass Effect 3: N7 Digital Deluxe Edition
PC
Mass Effect 3: N7 Digital Deluxe Edition Mods
Mass Effect 3: N7 Digital Deluxe Edition Guides & Walkthroughs
Mass Effect 3: N7 Digital Deluxe Edition Reviews & Reception
steamcommunity.com : The whole base of the game was preparing to fight the Reapers and to finally have a ‘showdown.’
Mass Effect 3: N7 Digital Deluxe Edition Cheats & Codes
PC
Enable the console by editing Documents/Mass Effect/Config/BIOInput.ini and adding ‘ConsoleKey=Tilde’ under [Engine.Console]. Open console with Tab or ~ in-game.
| Code | Effect |
|---|---|
| fly | Enable fly mode with awkward controls |
| ghost | Walk through walls |
| walk | Return to normal on-foot control |
| teleport | Move player to location specified by crosshairs |
| adjustcredits # | Increment or decrement party credits by number |
| initcredits # | Set party credits to specified amount |
| givetalentpoints # | Grant specified amount of talent points |
| givebonustalent # | Grant bonus talents |
| givexp # | Grant specified amount of experience points |
| setparagon # | Set Paragon points to specified amount |
| setrenegade # | Set Renegade points to specified amount |
| givesuperarmor | Grant light Survivor X armor with 8000 shields |
| givesupergun | Grant geth assault rifle with 25000 damage |
| giveall | Grant one of each weapon, weapon mod, bioamp, omnitool, and grenade (no armor) |
| giveallarmor # | Grant all armor from specified manufacturer |
| giveallarmorhuman # | Grant all human armor from specified manufacturer |
| giveallarmorkrogan # | Grant all krogan armor from specified manufacturer |
| giveallarmorquarian # | Grant all quarian armor from specified manufacturer |
| giveallarmorturian # | Grant all turian armor from specified manufacturer |
| giveallweapons # | Grant all weapons from specified manufacturer |
| giveallbioamps # | Grant all bioamps from specified manufacturer |
| giveallomnitools # | Grant all omnitools from specified manufacturer |
| giveallgrenades # | Grant all grenades from specified manufacturer |
| giveallxmods | Grant all weapons and armor mods |
| set bioattributespawnparty m_TalentPoints # | Set squad talent points to specified amount |
| initmedigel # | Set medi-gel count to specified amount |
| initgrenades # | Set grenade count to specified amount |
| initsalvage # | Grant omni-gel up to 999 |
| enablepowercooldown 0 | Remove ability cooldowns (affects enemies too) |
| superSpeed | Enable super speed |
| unlockachievement # | Unlock achievement by ID |
| AddTargetToParty | Add targeted pawn to party |
| PickSpecialization | Unlock bonus classes |
| GiveSpectreTalents | Unlock Spectre talents |
| profile string | Show debug stats on screen (use ‘none’ to hide) |
| profiles | List profile parameters for profile command |
| cooldown boolean | Turn global cooldown on/off |
Mass Effect 3: N7 Digital Deluxe Edition: A Galactic Swansong Defined by Ambition and Contradiction
Introduction
In 2012, Mass Effect 3 arrived as the crescendo to BioWare’s groundbreaking space opera trilogy, a series that redefined narrative-driven gaming with its intricate world-building and player agency. The N7 Digital Deluxe Edition, re-released in 2020, bundles the base game with all post-launch DLC, including the polarizing Extended Cut and beloved Citadel. This review examines how the game balances its lofty ambitions—delivering a finale to a universe-spanning saga—against technical limitations, divisive creative choices, and a legacy forever shaped by fan expectations.
Development History & Context
Studio Vision & Technological Constraints
Developed by BioWare under director Casey Hudson, Mass Effect 3 was conceived as both a conclusion for longtime fans and an entry point for newcomers. By 2012, the Xbox 360 and PlayStation 3 were nearing the end of their lifecycles, pushing the team to prioritize narrative and combat refinements over graphical leaps. The Unreal Engine 3 struggled with texture pop-in and reused assets, yet the game’s scope—spanning war-torn Earth, the krogan homeworld Tuchanka, and the asari jewel Thessia—remained ambitious.
The Multiplayer Gamble
EA’s push for a co-op multiplayer mode (Galaxy at War) was controversial. Though praised for its tight horde-style combat, its integration with the single-player “Galactic Readiness” system felt manipulative, requiring grind-or-pay loot boxes to achieve the “best” ending—a monetization strategy that foreshadowed industry trends.
The Reaper in the Room: The Ending Controversy
The game’s rushed development cycle left its mark. Key narrative arcs, such as the Prothean squadmate Javik, were cut and sold as day-one DLC (From Ashes), while the original endings—reducing a galaxy-spanning war to three color-coded choices—sparked outrage. BioWare’s subsequent Extended Cut softened the blow but couldn’t fully reconcile the dissonance between player agency and predetermined conclusions.
Narrative & Thematic Deep Dive
Plot: A Galaxy at War
Mass Effect 3 drops Shepard into a desperate battle against the Reapers, ancient machines purging galactic civilization. The narrative’s strength lies in its emotional payoffs: the genophage cure on Tuchanka, the quarian-geth truce on Rannoch, and the heart-wrenching sacrifices of characters like Mordin Solus and Thane Krios. These missions are masterclasses in interactive storytelling, seamlessly weaving player choices from prior games into cathartic resolutions.
Characters: Bonds Forged in Fire
The returning roster—Garrus, Liara, Tali—feels like family, their arcs enriched by years of player investment. Newcomer James Vega (voiced by Freddie Prinze Jr.) compensates for his generic design with charismatic swagger, while EDI’s embodiment in a synthetic body explores themes of identity. However, limited interactions with squadmates compared to Mass Effect 2 leave some relationships feeling undernourished.
Themes: Cycle of Life and Death
The game grapples with existential questions: Can synthetics and organics coexist? Is sacrifice justified for survival? The Reapers, initially enigmatic, are disappointingly reduced to an AI’s flawed logic in the finale, undermining their cosmic-horror mystique. The Catalyst (a literal deus ex machina) embodies the trilogy’s struggle to reconcile its philosophical depth with blockbuster tropes.
Gameplay Mechanics & Systems
Combat: Refined but Familiar
The weight-based weapon system incentivizes strategic loadouts, rewarding players who balance firepower with power cooldowns. Melee combat gains depth with class-specific heavy attacks (e.g., the Vanguard’s Nova), while power combos (freezing enemies with Cryo Blast before shattering them with Warp) encourage synergistic teamwork. Enemy design shines, with Banshees and Brutes forcing adaptive tactics.
Exploration: Streamlined to a Fault
The removal of vehicle segments and planet-scanning minigames from Mass Effect 2 simplifies pacing but sacrifices the series’ exploratory soul. The Citadel, once a vibrant hub, feels oddly static amidst galactic annihilation, crowded with forgettable fetch quests.
Role-Playing: Illusion of Choice
Dialogue wheels emphasize tone over verbatim lines, sometimes leading to unintended outcomes. While Reputation Points unlock persuasive options, key plot beats—like the Cerberus coup or the Rachni subplot—feel railroaded, undermining the illusion of player influence.
World-Building, Art & Sound
Visual Design: Beauty in Desolation
From the ash-choked skies of Earth to the neon-lit corridors of Omega (DLC), the art team crafts a galaxy teetering on collapse. The Reapers—towering, biomechanical horrors—are viscerally intimidating, though recycled enemy variants (e.g., Cannibals, Marauders) betray budgetary constraints.
Soundtrack: A Symphony of Loss
Clint Mansell’s haunting Leaving Earth anchors a score that blends Sam Hulick’s iconic motifs with mournful strings and synth. Voice acting remains stellar, with Jennifer Hale and Mark Meer refining Shepard’s stoicism or ruthlessness, while supporting performances (e.g., Keith David’s Anderson) elevate every scene.
Reception & Legacy
Launch & Backlash
Critics hailed the game’s combat and emotional beats (93/100 on PS3/Xbox 360), but fan fury over the ending birthed the “Retake Mass Effect” movement. The Extended Cut (2012) added epilogues but couldn’t erase the perception of a rushed conclusion.
Cultural Impact
Mass Effect 3 pioneered narrative-focused multiplayer and normalized DLC expansions (Leviathan, Citadel). Its flawed ambition influenced later titles like The Witcher 3 and Cyberpunk 2077, while the Legendary Edition (2021) reintroduced the trilogy to a new generation, scrubbing away technical blemishes but not narrative scars.
Conclusion
A Flawed Masterpiece
Mass Effect 3: N7 Digital Deluxe Edition is a bittersweet farewell to a universe that reshaped RPGs. Its combat sings, its characters endure, and its highs—the Genophage cure, the goodbye to Garrus—are gaming’s finest moments. Yet, its compromised vision—EA’s monetization pressures, BioWare’s narrative missteps—serves as a cautionary tale.
Final Verdict
For all its imperfections, Mass Effect 3 remains essential. It’s a game about endings—messy, painful, and sometimes unsatisfying—but one that, like Shepard’s journey, lingers in the heart long after the credits roll. 8.5/10.